- Add ModelTree
- Add LoweringVisitor to traverse a MeshTree and emit ModelTree nodes
and Models
- Provide some default visitor creation methods
- Abstract ModelCache -> ResourceReloadCache
- Abstract ModelHolder -> ResourceReloadHolder
- Add ModelTreeCache to hide lookup cost if it gets extreme
- Add MeshTree and InstanceTree
- Deprecate ModelPartConverter for removal
- Refactor ChestVisual to use InstanceTree
- Combine double chest light in ChestVisual
- Merge flywheel-backend config into an object within the base flywheel
config
- On forge, push a path in the toml
- On fabric, serialize a nested json object
- Still expose the BackendConfig via FlwBackendXplat, but have the impl
set a static field in the xplat impl
- Revert debug shulker box changes in previous commit
- Guard 3 different flw_light impls via #define
- Guard the inner face correction behind another #define
- Add LightSmoothness enum to decide which flw_light impl to use
- Make LightSmoothness configurable via a new BackendConfig
- Add command to switch LightSmoothness on the fly
- Note: currently requires a resource reload so we don't need to compile
4x as many shaders
* Start on general API formalization
* More API improvements
- Add Engine#onLightUpdate; remove LightUpdateHolder and backend/ClientChunkCacheMixin
- Add Effect#level
- Add VisualizationHelper#queueAdd and #queueRemove for Effects
- Fix PartialModel not assigning bakedModel field when populating on init
- Fix PartialModel.ALL using weak keys instead of weak values
- Make Simple*Visualizer and corresponding inner Builder classes final
- Restore FlatLit#light overload that accepts block and sky light values separately
- Add AbstractBlockEntityVisual#relight overloads that accept Iterator and Iterable
- Reorganize classes in impl.vizualization
* TaskExecutor simplification
- Move TaskExecutor#sync* methods to TaskExecutorImpl
- Move Flag and RaisePlan to impl
- Remove TaskExecutor#scheduleForMainThread and #isMainThread methods
- Remove SyncedPlan
- Add Engine#setupRender
- Remove TaskExecutor parameters from Engine#render* methods
- Convert Engine$CrumblingBlock into an interface
- Unmark RenderContext as NonExtendable to allow fulfilling the purpose described in the doc of VisualizationManager#renderDispatcher
* Remove registry freeze callbacks
- Lazily initialize MaterialShaderIndices
- Rename MaterialShaders#*Shader to #*Source
- Move BackendImplemented to api.backend package
Meshes are now always sorted by chunk layer first, then in order of how the BakedModel returned quads. This should exactly match vanilla's chunk buffering and avoid any rendering issues.
- Move registry freezing to right before start of initial resource reload
- Also warn if Fabric config JSON is not an object
- Move Flywheel.java to API
- Remove Flywheel.LOGGER and others; add impl-specific and backend-specific loggers
- Remove unused mixins
- Organize imports
- Also fix crash buffering fluids in BakedModelBufferer#bufferMultiBlock (Forge)
- The mesh order in models created by model builders is currently incorrect and will be fixed later
- Upgrade platform script plugin to pre-compiled groovy plugin
- It was getting really difficult to manage all the logic/plugins/types
from the basic script, and implementing a real plugin gives us much
better type safety and IDE access to upstream plugins
- Separate api/lib/backend/impl in platform projects
- Add platform module output to main runtime classpath so the fabric
loader recognizes our additional modules
- Organize almost all remaining code into one of four modules
- Fix some incorrect inter-module dependencies
- Get Fabric into a working state
- The config, client commands, and model builders are still missing and registry freezing happens too late
- Apply java, maven-publish to all projects
- Prefer the tasks.named() syntax for configuring tasks
- Separate shared configuration for platform projects into a separate
configure block
- Add more fields to processResources
- Make helper methods static
- Exclude duplicated package infos
- Trying to get xplat forge working, fabric can wait until the common
project compiles
- Move backend manager event handling to separate class
- Move commands into forge for now
- Make FlwConfig an interface and move concrete impl into forge
- Remove event parameters from handlers than don't actually use them
- Add platform specific blockstate light emission for uniforms
- Remove example effect
- Add accessor for LevelRenderer#ticks
- Move common gradle business from each subproject into the
rootProject.subprojects closure
- Add fabric.mod.json
- Register forge mixin configs
- Make blaze3d mixins remap = false
- Separate common, forge, and fabric mod entrypoints